The following changes went into the game today; I've listed them according to the relevant task # associated with each change in our backend system, the numbers will jump around so be forewarned .

No Task # - A few minor colour changes for colony markings.

#6 - Code for charging shield tweaked to prevent energy being taken and no charges being put into the shield.

#7 - When force relocating a conquered colony the outpost used will become owned by the conquered colony and any squads they had on their colony before being force relocated will stay behind on the new outpost they own.

#8 - Whenever you own a target or have squads there you will receive events for spy attacks, nukes or ion cannons that hit that target and affect your squads; Spies however do not count as a squad.

#10 - When a nuke hits a target and you have squads that left 1 tick before it you now get an event stating that your squads were lowered to 1hp. This caused a lot of confusion when players didn't realize this and would end up losing a horrific battle due to this lack of information.

#25 - The "Fake" alliance leaders showing as having leadership abilities in the my alliance page should now finally be fixed. The BD Testers group tested this on the RC worlds and was unable to replicate this bug now so hopefully it will finally be gone!:). As an FYI this bug was visual only, the "Fake" leader in the alliance did not have any actual leadership abilities.

#35 - Successfully rebellion from a conqueror was not giving the achievement in some cases, bug has been fixed.

#42 - Minor scoreboard tweak to help prevent some "lag" in the scoreboard.

#49 - Top voter should now be getting a crystal every week. We've also planned some visual/design improvements to the top voter feature which will go in in the near future.

#56 - My worlds page should now properly show ONLY the worlds you have active colonies on. We were unable to test this extensively for all situations that could cause this, if you experience an issue with this please post in this thread!

#66 - Conquered colonies are now unable to claim bounties; They were never designed to be able to and was a bug in the bounty system.

#67 - In rare cases some users were not getting the 100 bonus tokens for reaching 20 power for the first time, the code has been changed to prevent this.

#78 - You will now only get 1 event when a nuke affects 1 or more squads on a target instead of 1 per squad.

#80 - UFOs will now have a chance to give bonus tokens as well as metal, oil, energy or workers. You can get between 5-10 bonus tokens per UFO capture!

#81 - Wreckage will also now have a chance to get bonus tokens and can give up to 10x the amount that a UFO does!

#85 - When a nuke hit a relic squads that left several ticks ago from it were still being affected, bug fixed.

#91 - Voting bug where the amount of votes left was showing much lower than it actually is is fixed and confirmed that crystals are being given. The event is still missing an icon which will be fixed in the next update.

#94 - The way the server processes battles has been redesigned so that battles on unconquered colonies happens before battles on conquered colonies. This means you can now send a squad to take out a colony and squads to take their conquers on the same tick.

#128 - Chat "Alert" feature returned so that when the chat window is closed and new chats are put in it will change to "Alert" to notify you of new messages.

#156 - Wreckage spawn rates have been quadrupled, enjoy!

#159 - Minor text error with spies in the orders menu fixed.

#164 - You can no longer attack from resource outposts.

The following updates were accidentally carried forward before being tested properly, please report in this thread if you have any issues with the following fixes in-game:

#14 - You can now Ion Cannon from the radar screen.

#27 - If 3 or more people from different alliances fight for a target at the same tick the players too weak to fight for control after the battle against the defenders will now get an event saying so, previously there was no event.

#28 - Same scenario as #27 but if target was not a colony your squads would sit on the target owned by another player, now your squads should auto-return to their origin.

#68 - There was an event error that said more workers were killed than should have been when multiple nukes strike a colony, this should now be fixed.

#93 - Metal and oil mines should no longer delete if their owner deletes.

#160 - Squads will now auto-return after taking wreckage instead of floating.

#183 - The first outpost placed now receives protection linked to the colonies protection. This was previously added but pulled due to a bug.

Please post any comments, problems or questions about any of these updates in this thread.

There's still many fixes and updates to come in the very near future; our current to do list is still 172 tasks long . Chat improvements are coming, they were delayed being put into this update till they could properly be tested and fully implemented on the RC worlds.

well, i don't see the colors on Google Chrome which i use all the time, and i am happy i don't see them. I really hate all the new colors(checked on Safari) the one i hate the most is friendly and allied. the colors were much more distinctive and easier to use before, change them back Andrew and others! PLZ!!!

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